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Level transitions?

Posted: Mon Jun 20, 2016 11:58 pm
by FordGT90Concept
It might be too early in production to address this but I was curious how level transitions were going to be handled, assuming there are level transitions. UE4 should be able to stream the world so there aren't any level transitions (example being Stellar Overload). It could also support multiple maps more like Consortium in Source. If the latter, how are map transitions going to be handled? Like Consortium or something creative like Mass Effect's loading elevators?

I always love streaming engines/games but I know there are challenges/risks associated with that which may make it a bad choice.

Re: Level transitions?

Posted: Tue Jun 21, 2016 1:13 pm
by GreatBird
Actually I'm happy to report that we are aiming to stream everything. We do have some creative transitions planned as streaming time is variable across different machines.

Traditional loading may be required for some parts, but we're hoping our streaming solution will work for the whole game.

Re: Level transitions?

Posted: Tue Jun 21, 2016 9:35 pm
by FordGT90Concept
Oooooo, exciting! :D

For the long loads, perhaps you could do something far simpler than Mass Effect's elevators that fits with the streaming: make a set of two doors where you enter one, and try to open the next but it is not done loading. Instead of blatantly saying it is still loading, you could bring up something in the MUVI that says "hacking" or "unlocking" with a progress bar and the door opens when it fills. Bishops must have some kind of mechanic for opening locked doors instead of only kicking them in so this behavior could easily be explained in lore.

Cheap in terms of resources, doesn't break immersion, and fast systems (your portal to IDGI-1 :D) may never even see it.

Food for thought, anyway. Looking forward to whatever you go with.

Re: Level transitions?

Posted: Thu Jun 23, 2016 1:29 pm
by GreatBird
Funny, Ford, you literally stumbled on our EXACT solution for streaming levels on the other side of doors. Except that Rooks do the hacking work, the Bishop just provides the interface. :-) We can't promise it will work for sure, but we feel pretty confident about it!

Re: Level transitions?

Posted: Thu Jun 23, 2016 7:22 pm
by FordGT90Concept
Great minds think alike! :D I hope it works out.